Daftpanzer
canonically ambiguous
-=!Battle Isle 1943!=-
In mid-1943, American scientists working with top-secret electronic equipment accidentally triggered a Temporal Resonance Cascade event, causing a load of US, British, Soviet, German, Italian, Japanese forces to be hurled through time/space to a mysterious island...
This island is full of factories, ports, airfields, towns and various interesting places, yet is totally abandoned with no inhabitants in sight...
The Axis and Allies, each blaming each other for the strange events, have carved out their own areas of control and are continuing the war!
-Insert rest of plot here-
Hello, this is an experimental game that may only run for a few turns. I'm already over-committed with stuff over on the NES forum. But this is an idea I really wanted to try out. As you can see, its inspired by Battlefield 1942, Battle Isle, and other games. I'm using unit graphics by Fairline at Apolyton.
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The Game:
In this game, you play as a commander, in charge of a single unit to begin with. You can choose what kind of unit to start with, then try to increase your experience and rank through battle (while not getting killed), so that eventually NPC units and even the whole nation will be under your control...
*Each nation receives 'points' income to build replacement units for players (when they die, or just want a new unit). Points income depends on the amount of territory owned. High command will be pleased with you if you capture new territory, especially valuable things like ports and factories which give more 'points'!
*If nations have enough spare points, they will spawn extra NPC units, mostly infantry, who will try to help you where they can.
*As your rank increases, you will be a greater priority for unit production and NPC unit support.
*As a unit commander, you are still vulnerable to injury and death. If things go really wrong, you may be able to escape on foot with a few men (you will appear as 'light infantry'), even if you were in the air or on a ship! If you die, you lose most of your bonuses, but keep half of your experience points.
Turns:
Each turn is half a day. During the morning turn, troops should be at their freshest, and visibility should be good. Darkness starts to fall towards the end of the evening turn. Night attacks are more difficult, but experienced units can make them work.
The Map:
Here is the starting map: (click for big version)
Forests are in dark green, open deserts in yellow, farmland / mostly-open grassland in light green, rolling hills in brown, steep mountains in grey, and glaciers in white.
As you'd expect, vehicles don't do well in forests, mountains and glaciers. Hills and mountains are easier to defend. Towns and cities are great for infantry defence, and cover from artillery, and are also good places to rest troops. Etc Etc.
Note that some NPC forces are already fighting, and both the US and Japan have capitol ships to support their allies, to make up for starting on smaller islands!
Stats:
I will keep track of stats for player units, but not the NPC hordes.
Spoiler :
Player Name: -
Nation: you are playing as,
Health: any injuries to your personal commander are listed here,
Kudos: this is how valuable you have been to your nation so far, according to high command!
Experience: gained from combat, and aids you combat!
Traits: any special traits and bonuses gained from combat.
Rank: listed in roman numerals to avoid confusion. The higher your rank, the greater your priority is for new units, transport, and general support of NPC's.
Unit Name: the name of the unit you are currently controlling. This can be different to your playername, EG 'Daftpanzerdivision'
Unit Type: listed here
Unit Health: it might be damaged, disorganised etc
Location: some help for finding yourself on the map!
Spawning procedure: (see examples below!)
First, you should choose a Nation:
Axis nations are Japanese, German and Italian.
Allied nations are American, British and Soviet.
(Other nationalities/flags/graphics available on request for special things!)
Then, you can choose a Unit to spawn as. When you spawn as a unit, it uses up some points for your side (axis or allied). Note that, if there aren't enough points to fulfil requests for all players, you may get a cheaper unit than the one you wanted.
The units and their relative points costs are as follows:
Spoiler Scary Uberlist! :
-Infantry Units:-
Light Infantry - 1
Weak infantry. They are fast and mobile, but you probably don't want to spawn as these. However, you may find yourself in charge of them (IE, a few scattered survivors) if your main unit is destroyed.
Rifle Infantry - 3
Flexible infantry, best in a ranged fire-fight. Not so great in aggressive close-quarters fighting.
Assault Infantry - 3
Good when they can engage in close range. Ideal for street fighting, or attacking fixed positions.
Heavy Infantry - 5
They have the weapons to take on tanks and fortifications, as well as mow down enemy infantry from a defensive position. But they aren't as mobile as other infantry, and if surrounded they would quickly run out of ammo for their weapons.
-Light Vehicles:-
Armoured Car - 10
Fast, armoured against light fire, but doesn't carry much firepower itself. Probably best for skirmishing or exploiting weak points.
Flakker - 15
This unit has rapid-fire weapons to take on enemy aircraft. These weapons are equally good for attacking troops and light vehicles. This unit can be a useful support for others.
Halftrack - 15
This unit can carry friendly soldiers to their destination, and carries extra medical supplies and ammo, giving an advantage to nearby infantry. It has some firepower itself.
Light Tank - 15
More armoured than other light vehicles, and generally better in rough terrain. It's armour-piercing gun can defeat other light vehicles, but is basically useless against bigger enemy tanks.
-Heavy Vehicles:-
Medium Tank - 25
A good all-round unit, firing armour piercing and explosive shells, and with machine guns to fight enemy infantry and aircraft.
Heavy Tank - 45
Can take out all other vehicles with ease. But it is slower, and is a better target for enemy artillery and aircraft, as well as more vulnerable to being encircled. Its higher cost means it should not be used carelessly.
Mobile Artillery - 30
Fires powerful long-range shells to bombard enemy units, but that's all it can do. It doesn't have good armour and it's not supposed to fight at close range. It can damage anything, even enemy ships near the coast, and can aid in both attack and defence, so long as it has the protection of other units.
-Air Units:-
Fighter - 25
The fastest and most manoeuvrable type of aircraft, ideal for taking control of the skies from enemy aircraft. It can strafe ground forces to harass them, but can't carry heavy bombs and is vulnerable to flak.
Fighter-Bomber - 30
A slower but stronger-built aircraft. It has some air-to-air combat ability, but its main use will be in attacking enemy ground units and ships. It is more resistant to enemy flak.
Light Bomber - 40
While still able to attack enemy ground units and ships, it also carries heavier bombs which can damage enemy factories, ports and airfields. It can attack at low level like a fighter-bomber, it can also try less-accurate attacks from greater altitude to avoid enemy flak. It is reasonably fast, but may need help against enemy fighters.
Heavy Bomber - 60
Carries heavy bombs which can put enemy structures out of action for a long time. It can also carpet-bomb enemy troop concentrations, though its bombing is not very accurate, especially if flying high to avoid enemy flak. It has several gun turrets to defend itself, but the high cost of this unit means that some fighter escort is probably a good idea.
-Sea Units:-
Destroyer - 25
This unit has speed on its side, and can outrun larger enemy ships if it has to. As you'd expect, it can hunt down enemy subs. It has its own torpedoes for use against large surface ships, but this is a risky tactic.
Sub - 35
Although cheap, it has the potential to sink any ship with a well-placed salvo of torpedoes. It is especially good at lurking in a patch of water and sinking passing transport ships. But it is especially vulnerable to combined air and destroyer patrols.
Cruiser - 50
A good all-round ship.
Battleship - 100
Can sink any smaller enemy ship that gets in range of its guns. Its shells can reach quite far inland to support ground operations. It is well defended and can take a lot of punishment, but is by no means invincible. It is an ideal target for enemy subs and aircraft. The great cost of this unit means it should be looked after!
Carrier - 80
It doesn't arrive with any aircraft already onboard, but friendly fighters and fighter-bombers can use it like an airfield to re-arm and re-supply. It is an ideal target for enemy air attack, and as such has mostly anti-aircraft weapons. It is vulnerable to any enemy ship. The cost of this unit means it should be looked after!
-Miscellaneous Units:-
You probably don't want to control these. They may be around as NPC's when needed.
Transport Plane - 40
Used for dropping infantry as paratroops, or taking wounded infantry to safety, or dropping supplies for surrounded troops. It can probably only carry one infantry unit at a time.
Transport Ship - 20
Used for transporting land units across the sea, or for supplying isolated units on the coast. It can probably transport several land units at once.
Light Infantry - 1
Weak infantry. They are fast and mobile, but you probably don't want to spawn as these. However, you may find yourself in charge of them (IE, a few scattered survivors) if your main unit is destroyed.
Rifle Infantry - 3
Flexible infantry, best in a ranged fire-fight. Not so great in aggressive close-quarters fighting.
Assault Infantry - 3
Good when they can engage in close range. Ideal for street fighting, or attacking fixed positions.
Heavy Infantry - 5
They have the weapons to take on tanks and fortifications, as well as mow down enemy infantry from a defensive position. But they aren't as mobile as other infantry, and if surrounded they would quickly run out of ammo for their weapons.
-Light Vehicles:-
Armoured Car - 10
Fast, armoured against light fire, but doesn't carry much firepower itself. Probably best for skirmishing or exploiting weak points.
Flakker - 15
This unit has rapid-fire weapons to take on enemy aircraft. These weapons are equally good for attacking troops and light vehicles. This unit can be a useful support for others.
Halftrack - 15
This unit can carry friendly soldiers to their destination, and carries extra medical supplies and ammo, giving an advantage to nearby infantry. It has some firepower itself.
Light Tank - 15
More armoured than other light vehicles, and generally better in rough terrain. It's armour-piercing gun can defeat other light vehicles, but is basically useless against bigger enemy tanks.
-Heavy Vehicles:-
Medium Tank - 25
A good all-round unit, firing armour piercing and explosive shells, and with machine guns to fight enemy infantry and aircraft.
Heavy Tank - 45
Can take out all other vehicles with ease. But it is slower, and is a better target for enemy artillery and aircraft, as well as more vulnerable to being encircled. Its higher cost means it should not be used carelessly.
Mobile Artillery - 30
Fires powerful long-range shells to bombard enemy units, but that's all it can do. It doesn't have good armour and it's not supposed to fight at close range. It can damage anything, even enemy ships near the coast, and can aid in both attack and defence, so long as it has the protection of other units.
-Air Units:-
Fighter - 25
The fastest and most manoeuvrable type of aircraft, ideal for taking control of the skies from enemy aircraft. It can strafe ground forces to harass them, but can't carry heavy bombs and is vulnerable to flak.
Fighter-Bomber - 30
A slower but stronger-built aircraft. It has some air-to-air combat ability, but its main use will be in attacking enemy ground units and ships. It is more resistant to enemy flak.
Light Bomber - 40
While still able to attack enemy ground units and ships, it also carries heavier bombs which can damage enemy factories, ports and airfields. It can attack at low level like a fighter-bomber, it can also try less-accurate attacks from greater altitude to avoid enemy flak. It is reasonably fast, but may need help against enemy fighters.
Heavy Bomber - 60
Carries heavy bombs which can put enemy structures out of action for a long time. It can also carpet-bomb enemy troop concentrations, though its bombing is not very accurate, especially if flying high to avoid enemy flak. It has several gun turrets to defend itself, but the high cost of this unit means that some fighter escort is probably a good idea.
-Sea Units:-
Destroyer - 25
This unit has speed on its side, and can outrun larger enemy ships if it has to. As you'd expect, it can hunt down enemy subs. It has its own torpedoes for use against large surface ships, but this is a risky tactic.
Sub - 35
Although cheap, it has the potential to sink any ship with a well-placed salvo of torpedoes. It is especially good at lurking in a patch of water and sinking passing transport ships. But it is especially vulnerable to combined air and destroyer patrols.
Cruiser - 50
A good all-round ship.
Battleship - 100
Can sink any smaller enemy ship that gets in range of its guns. Its shells can reach quite far inland to support ground operations. It is well defended and can take a lot of punishment, but is by no means invincible. It is an ideal target for enemy subs and aircraft. The great cost of this unit means it should be looked after!
Carrier - 80
It doesn't arrive with any aircraft already onboard, but friendly fighters and fighter-bombers can use it like an airfield to re-arm and re-supply. It is an ideal target for enemy air attack, and as such has mostly anti-aircraft weapons. It is vulnerable to any enemy ship. The cost of this unit means it should be looked after!
-Miscellaneous Units:-
You probably don't want to control these. They may be around as NPC's when needed.
Transport Plane - 40
Used for dropping infantry as paratroops, or taking wounded infantry to safety, or dropping supplies for surrounded troops. It can probably only carry one infantry unit at a time.
Transport Ship - 20
Used for transporting land units across the sea, or for supplying isolated units on the coast. It can probably transport several land units at once.
Then, you could choose a Starting Point. This has to be something on the map controlled by the nation you joined (look for the flags).
- Infantry can spawn any controlled location (flag) on land, and also on battleships and carriers at sea.
- Light vehicles can spawn at any controlled location on land.
- If spawning as a Heavy vehicle, you must start at either a port or a factory. If there are no ports of factories, you can't spawn as a heavy vehicle for that nation!
- If spawning as an Air unit, you must pick an airfield. If there are no airfields, you can't spawn as an air unit for that nation!
- If spawning as a Sea unit, you must pick a port. If there are no ports, you can't spawn as a sea unit for that nation...
Orders:
Basically, any kind of order is accepted. Your unit will appear at the start of the turn, so you can give orders straight away.
PLEASE POST ALL ORDERS IN THE THREAD, unless there is an extreme need for secrecy!
I am using the concept of initiative here. Whoever posts first, acts first during the game. Others can move to counter them, but they are then reacting.
If you change your orders, I will also take that into account. Your unit could become disorganised, waste time, and may end up doing nothing!
Spoiler ADVANCED DETAILS :
Movement: you can name any flag-point on the map as a destination, or name specific units (enemy or allied) to move towards. Infantry can probably cover the distance between any two adjacent flag-points in a single turn. Most vehicles, if unobstructed, could move across 1/4 of the main island or more in a single turn. Ships could cover the entire length of the island. Aircraft effectively have initiate range, but attacking far-away targets means more time spent flying back and forth to re-arm and re-fuel instead of fighting.
Patrolling/Resting/Digging In: when your unit gets to its destination, assuming there are no enemies, it will do one of these three things. You can specify one.
Aggression Level: if you move towards an enemy-held location, or if enemy move towards you, you will obviously start fighting. You might want to specify the level of danger and harm that your unit is willing to take before retreating.
Supporting Other Units: you might not want to give specific orders, but instead have your unit offer its help to others. That is fine.
Requesting Sea Transport: if (as a land unit) you are near the sea, you can call a friendly transport ship to pick you up (there should be one, unless some have been sunk recently). It might take a while to arrive, assuming its not intercepted and/or sunk en route. If you start the turn actually at a port, you can start travelling straight away, and make the most of the turn.
Request Air/Naval/Artillery Support: the game starts with NPC battleships on both sides, and more artillery and planes may appear later. You can ask them to support you.
Requesting Air Transport: if (as any kind of infantry unit) you start the turn near a friendly airfield, you can board a transport plane (the airfield will probably have one, unless some have been shot down recently). The plane can take you to another airfield, or it can drop you as paratroopers over any land location. Note that there is a tendency for combat paradrops to go horribly wrong, especially if lacking experience, or enemy flak and fighters get in the way.
Renaming Places on the Map: the rule is, you can re-name any friendly-owned location you are near to, and others can re-re-name them
Patrolling/Resting/Digging In: when your unit gets to its destination, assuming there are no enemies, it will do one of these three things. You can specify one.
Aggression Level: if you move towards an enemy-held location, or if enemy move towards you, you will obviously start fighting. You might want to specify the level of danger and harm that your unit is willing to take before retreating.
Supporting Other Units: you might not want to give specific orders, but instead have your unit offer its help to others. That is fine.
Requesting Sea Transport: if (as a land unit) you are near the sea, you can call a friendly transport ship to pick you up (there should be one, unless some have been sunk recently). It might take a while to arrive, assuming its not intercepted and/or sunk en route. If you start the turn actually at a port, you can start travelling straight away, and make the most of the turn.
Request Air/Naval/Artillery Support: the game starts with NPC battleships on both sides, and more artillery and planes may appear later. You can ask them to support you.
Requesting Air Transport: if (as any kind of infantry unit) you start the turn near a friendly airfield, you can board a transport plane (the airfield will probably have one, unless some have been shot down recently). The plane can take you to another airfield, or it can drop you as paratroopers over any land location. Note that there is a tendency for combat paradrops to go horribly wrong, especially if lacking experience, or enemy flak and fighters get in the way.
Renaming Places on the Map: the rule is, you can re-name any friendly-owned location you are near to, and others can re-re-name them
-Advanced concepts-
Feel free to ignore these more than other things!
Spoiler UBER-ADVANCED CONCEPTS :
Nation Income: You may want to know that the formula for points income at the end of a turn is (total number of flags)+(extra 1 for every working port)+(extra 4 for every working factory). All axis and allied nations share their income, at least to start with.
Lines of Supply: Things like supply trucks aren't noted on the map. But if a unit becomes surrounded, I will take into account that it will start running out of ammo, and will be more vulnerable to attack.
Requesting a new unit: You can request a new unit at any time, if you are at a suitable control point. Assuming that your nation actually has enough points to make your new unit, the old unit will be handed over to NPC control (or 'light infantry' may just disappear into the new unit). You may lose experience if switching from land to air, air to sea, etc.
Alternatively, you just can donate your unit to an adjacent player, in which case you will switch to 'light infantry'.
Changing Sides: You can switch between friendly nations (EG, from US to British) if you really want, but might lose rank.
You can rebel and switch between axis and allied sides, but your own unit may rebel against you if your rank is not high enough.
You can try to overthrow your particular nation (EG, Soviets) and take full control, making it temporarily independent from either axis or allies. You will need high rank to succeed, and might also need the support of any other human players belonging to that same nation.
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SPAWNING TEMPLATE:
Player Name: (if different to form name)
Nation: (please choose)
Unit Type: (please choose)
Starting Location: (optional, I can choose for you)
Unit Name: (optional - actual name used on the map for your starting unit)
Orders: (you can give orders straight away!)
-Clean version-
Player Name:
Nation:
Unit Type:
Starting Location:
Unit Name:
Orders:
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EXAMPLES: (not actually appearing in the game)
Spoiler EXAMPLES :
Player Name: Daftpanzer
Nation: Japan
Unit Type: Fighter
Starting Location: Airfield 7
Unit Name: Daft's Flying Squirrels
Orders: Fly around Big City, covering any Axis ground advance there. Be aggressive.
Player Name: Daftpanzer
Nation: USA
Unit Type: Medium Tank
Starting Location: Port 1
Unit Name: Daft's All-American Panzers
Orders: Request sea transport for amphibious landing at Town 41. Request naval support from battleship. Push further inland towards area 4B if time allows. Stance = cautious.
Player Name: Daftpanzer
Nation: Germany
Unit Type: Heavy Tank
Starting Location: Factory 6
Unit Name: Daft's Panzers
Orders: Move towards Big City. Support any axis attack on the city, but don't drive into the city streets. Stance = balanced.
Player Name: Daftpanzer
Nation: Soviet
Unit Type: Assault Infantry
Starting Location: Town 3
Unit Name: Daft's Heroes
Orders: Rename Town 3 'Daftograd'. Move north cross the river and move into the mountains, heading for Padoga. Stance = super aggressive.
Player Name: Daftpanzer
Nation: Italy
Unit Type: Sub
Starting Location: Port 5
Unit Name: Daft's Pirates
Orders: Move slowly west along the coast, attacking any target of opportunity. Stance = super cautious.
Player Name: Daftpanzer
Nation: Britain
Unit Type: Assault Infantry
Starting Location: Airfield 2
Unit Name: Daft's Commandos
Orders: Rename Airfield 2 'Great Justice Airfield'. Request air-drop over mountain 4C. Secure the area and dig in. Stance = balanced.
Nation: Japan
Unit Type: Fighter
Starting Location: Airfield 7
Unit Name: Daft's Flying Squirrels
Orders: Fly around Big City, covering any Axis ground advance there. Be aggressive.
Player Name: Daftpanzer
Nation: USA
Unit Type: Medium Tank
Starting Location: Port 1
Unit Name: Daft's All-American Panzers
Orders: Request sea transport for amphibious landing at Town 41. Request naval support from battleship. Push further inland towards area 4B if time allows. Stance = cautious.
Player Name: Daftpanzer
Nation: Germany
Unit Type: Heavy Tank
Starting Location: Factory 6
Unit Name: Daft's Panzers
Orders: Move towards Big City. Support any axis attack on the city, but don't drive into the city streets. Stance = balanced.
Player Name: Daftpanzer
Nation: Soviet
Unit Type: Assault Infantry
Starting Location: Town 3
Unit Name: Daft's Heroes
Orders: Rename Town 3 'Daftograd'. Move north cross the river and move into the mountains, heading for Padoga. Stance = super aggressive.
Player Name: Daftpanzer
Nation: Italy
Unit Type: Sub
Starting Location: Port 5
Unit Name: Daft's Pirates
Orders: Move slowly west along the coast, attacking any target of opportunity. Stance = super cautious.
Player Name: Daftpanzer
Nation: Britain
Unit Type: Assault Infantry
Starting Location: Airfield 2
Unit Name: Daft's Commandos
Orders: Rename Airfield 2 'Great Justice Airfield'. Request air-drop over mountain 4C. Secure the area and dig in. Stance = balanced.
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Hmm, think thats it. I am going to sleep now but will check back later. Any comments at all are most welcome